By fluff layer I mean the secondary Garibaldi hair object with the same styling, hair density map etc. so I could use different hair root and tip radius, clumping, tweaks etc. like in the sample scenes form the developer.

EDIT - Ok, I managed to add another layer of hair with the same styling by saving the scene, merging it, deleting unwanted elements and reparenting the merged hair to the original figure.

Just create a second GH hair node and use different settings for it.

Some Texture map instructions.... this is how I do it anyway

I will describe how to do a head/face texture for a Genesis character and you just do the same for all the rest of the body for an all over texture.

First you take both the head and torso texture maps for your character and save a copy of them at 1024x1024

In DS you create a Garibaldi hair node and go into EDIT

You select both the head and face surfaces in the setup tab. These are called 1_SkinFace & 2_SkinHead.
(If you are using Milcat or some other mesh note the names of the surfaces you select in GH as these surface names will need to be used for the texture maps.)

You need to create a folder for your Garibaldi maps and then rename the 1024x1024 textures you saved earlier to match the GH surfaces. You rename the face texture as 1_SkinFace and the torso texture as 2_SkinHead (These have to be PNGs!)

In the Garibaldi Paint tab you then need to paint the whole mesh white so that the hair goes all over it... you can set the colour to black and essentially erase the white from around the mouth and eyes and nostrils etc by painting over them in black... and anywhere else you don't want hair do this....

If you use a shade of grey it will apply a little bit of hair and white all of the hair and black will do no hair.... essentially the same as a trans map. Be sure to rotate the mesh around to paint all over it.... this is especially important for an all over texture as you will miss bits if you are not careful and I find for all over textures it is best to do this in the TPose. (I prefer the TPose for all over textures so I can easily paint the palms and soles of the feet black so they don't get hair all over them!)

Then you need to import the renamed 1024x1024 texture files as Colour maps into Garibaldi.
To do this you select IMPORT from the Paint tab and then navigate to the folder that the new texture maps are in and select the FOLDER.
A dialogue shows and it has the folder name and below that it will say GREY which is the default and it will import your files as a surface area mask and not a colour map. You need to click on the word GREY and a drop down will show and you select COLOUR which will then import these maps as colour maps for the hair.

Then in the Distribute tab in the Colour section you need to select these maps from the two texture drop downs.

If you are doing an entire body you will have multple copies of the same 1024x1024 texture file with different names. The names will match the mesh parts you select in the Garibaldi setup tab.

I hope this makes sense and feel free to ask questions if I haven't explained it well enough.

good luck and have fun

Here is a render I did using the Wyld cat texture on genesis

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Well if I create a haircut (detailed and complicated) I don't want to have a random halo around the hair. That is why I need the same styling to change the amount and settings of the hair.

Save the first hair node out... there are several ways to do this but for what you want you can just do it as a scene subset and then merge it into the scene as another hair node and subtly change the settings to give you fuzz that follows the original hair node.

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Save the first hair node out... there are several ways to do this but for what you want you can just do it as a scene subset and then merge it into the scene as another hair node and subtly change the settings to give you fuzz that follows the original hair node.

How can I get very short hair to go all scraggly and curly? I'm working on facial hair... A thick mustache to be precise. I am finding the results are almost dead straight despite my efforts to mess and curl it up. What is re-sampling curves doing? It was a tip for short hair, but I dont understand what it does and what values I should be using.

Just curious... I've been enjoying my playtime with this plugin. Question: Is it possible to make sort of a skullcap with defined hairline and then add hair to it? This way you don't have to redraw the hairline perfectly...

Just curious... I've been enjoying my playtime with this plugin. Question: Is it possible to make sort of a skullcap with defined hairline and then add hair to it? This way you don't have to redraw the hairline perfectly...

You could, it would assist short hairstyles, since Genesis back of the head has limited verts, ergo we have limited curves to play with.

I currently import an exported distribution texture, a generic male one which is complete, then alter it to individualize it to the character I'm working on. Eg, recede the hairline, alter its edge etc. I did all the hard work painting the generic one, so I only need to modify it instead of completely re make it.

Just curious... I've been enjoying my playtime with this plugin. Question: Is it possible to make sort of a skullcap with defined hairline and then add hair to it? This way you don't have to redraw the hairline perfectly...

You could, it would assist short hairstyles, since Genesis back of the head has limited verts, ergo we have limited curves to play with.

I currently import an exported distribution texture, a generic male one which is complete, then alter it to individualize it to the character I'm working on. Eg, recede the hairline, alter its edge etc. I did all the hard work painting the generic one, so I only need to modify it instead of completely re make it.

If I'm understanding the question correctly, what you want to do is use 2 hair nodes - one for a skullcap and one for the hair. This is what I did with the kid above.

Like Spyro, I have a generic density map that I import and customize as necessary. With the kid, both nodes use the same map. With the skullcap node, the hair is just long enough to overlap when it is combed flat. The second node has the hair you see - but since I have a skullcap under it, I can set the density fairly low and use clumping aggressively without making the kid look like he is going bald.

What scull cap are you using? other than the military style blond haircut I did, I've only used one garibaldi hair. The blond used top hair and back/sides. I've also only worked on genesis, I have no Genesis scull cap... Only ones I have are M4, and they dont fit well on genesis.

Also - Thanks very much MangeeD! I'll be using colour maps in my coming project